Showing posts with label Book. Show all posts
Showing posts with label Book. Show all posts

12 June 2013

Tony Mullen's - Mastering Blender 2nd Edition - Ebook review

With the constant publication of Blender books and video training materials that are available to review, it can sometime become difficult to keep track of them all.

I managed to miss reviewing one of Tony Mullen's recent Blender related publications:
For those unaware Tony Mullen is a very experienced Blender user who writes books about topics related to Blender quicker than most people can read them;  The end result of all this writing is that he has amassed large collection of books covering many aspects of Blender.

The list of previous Tony Mullen books that are Blender related:
The content of his previous books have all been very high quality.  As Blender gets updated and new features get added Tony will come out with updated books covering the new features.  This is the case with "Mastering Blender 2nd Edition";  It is an update to the "Mastering Blender" book.

This update was released in December 2012, so this review is roughly 7 or 8 months late.  Luckily although Blender has had lots of new features and changes in the intervening months, the information in the book is for the most part still relevant and accurate.  There are small inconsistency but since this book is aimed at the intermediate Blender user this should not be a problem;  The book covers the 2.6x series of Blender.

Product Specifications:
  • Name : Mastering Blender 2nd Edition
  • Author : Tony Mullen
  • Price : €48 (on 12th June 2013)
  • Pages (Useful) : 630
  • Format : Ebook (DRM Adobe Editions)



Mastering Blender 2nd Edition is a big book, it has to be because it tries to cover most of the major features that Blender has, giving an intermediate level Blender user a good grounding in the use of Blender.  I think this book will be a little hard to follow for a complete Blender beginner so the intermediate tag is appropriate.

The ebook version of this book that I read has full color pictures and they are very clear and numerous.  If you buy the printed book version the pictures are mostly in grayscale but there is a color inset in the book for the pictures which need to be in color to properly interpret them.  All the resources and files used throughout the book are provided on the website.  They downloaded quickly and reliably for me.

The book is split into 5 parts over 16 chapters:

Part I Fundamentals of Blender 3D
  • Chapter 1 Working in Blender
    Data and Data Access
    Improving Your Workflow

  • Chapter 2 Working with Textures and Materials
    Creating UV Textures with Blender and GIMP
    Advanced Materials with Material Nodes
    Transparency and Subsurface Scattering
    Creating Convincing Real-Time Viewport Materials with Material Capture Images

  • Chapter 3 Sculpting and Retopo Workflow
    Sculpting with Blender
    Retopologizing the Mesh
    Normal Map Baking
  • Chapter 4 Rendering and Render Engines
    What Is Rendering?
    Rendering with Cycles
    Rendering with Renderfarm.fi
Part II Physics and Simulations
  • Chapter 5 Getting Flexible with Soft Bodies and Cloth
    The Hard Facts on Soft Bodies
    Force Fields and Collision
  • Chapter 6 Working with Particles
    Introducing Emitter Particles
    Working with Boids
    Hair Particles
  • Chapter 7 Volumetric Fluid, Smoke, and Fire
    Using the Blender Fluid Simulator
    Getting the Shot
    Simulating Smoke and Fire

  • Chapter 8 Bullet Physics and the Blender Game Engine
    Physics in the BGE
    Rigid Body Simulation and F-Curves
    Joints, Ragdolls, and Robots
    Further Resources
Part III Video Post-production in Blender
  • Chapter 9 Compositing with Nodes
    Compositing with Render Layers and Passes
    Pulling a Green Screen Matte with Nodes
    Using the AnimAll Add-on
  • Chapter 10 Advanced 3D/Video Compositing
    Camera Tracking and the Movie Clip Editor
    Setting Up the Scene in 3D
    Masking in the Clip Editor
  • Chapter 11 Working with the Video Sequence Editor
    Introducing the Video Sequence Editor
    Adding Transitions and Compositing in the VSE
    Working with Blender Scenes in the VSE
Part IV Blender-Python
  • Chapter 12 The Blender-Python Interpreter
    Introducing Python
    Understanding the Python Development Environment
    Understanding Python Syntax
  • Chapter 13 Python Scripting for Blender
    Editing and Running Scripts in Blender
    Creating an Interactive Add-on
    Working with Custom Properties
Part V Mastering the Blender Game Engine
  • Chapter 14 Creating Assets for the Blender Game Engine
    Creating Content for the Game Engine
    Setting Up the World
    Getting More Familiar with the BGE Environment
  • Chapter 15 Making Things Happen in the Game Engine
    Working with Logic Bricks
    Using Properties, Messages, and States
    Creating Special Effects with Textures
    Working with Sound in the BGE
  • Chapter 16 Python Power in the Blender Game Engine
    From Logic Bricks to Python
    Python Power for the BGE
    Sound Effects and Multiple Viewports
    Further Resources

    As can be seen from the table of contents list above the range of topics covered is extensive.  All of the chapters are well written and very clear.

    The teaching approach taken in each of the chapters is to explain a particular topic in enough detail for you to follow along and then links are given for you to find even more information if you want to get even more in depth.

    One very nice feature was that at the end of each chapter there are a set of challenges that the book asks you to complete;  These challenges serve to cement your knowledge of the topics just discussed in that chapter.  I found this approach very useful and I think it's a method that serves well in really getting you to understand certain topics.  If you just want to read without doing the challenges you can, the book does not require that you do them to be useful.

    Each of the chapters of the book has information in them that Blender users will find useful and informative.  Standout parts for me were the coverage of materials and textures, Python and Blender Game Engine use.  I liked the  texturing section as it covered methods of creating seamless textures that I had not seen before;  The Python and Blender Game Engine coverage I liked because it's always good when less covered features of Blender are detailed.

    Other topics such as sculpting, baking, retopology and sub-surface scattering are also covered in extensive detail.

    Both the theory side and practical sides of the subjects are covered so if you are completely new to a topic Tony describes what it is and why it is useful.

    Another section that got my interest was the coverage of Blender's Camera Tracking and Movie Clip editor.  I think this is the first time I have seen this feature covered in a book.  It was covered well and will be useful to those who want to get into Camera Tracking.

    There is one major downside to this ebook and that is the DRM (Adobe Digital Editions) that is applied to the ebook.  It is so troublesome that I actually had to find a hacked unencrypted version just to read it on my Linux machine.  So if you are against DRM or not on Windows I would suggest not going for the ebook version and instead buy the paper book instead.  Wiley/Sybex really need to do something about this appalling DRM (just as other publishers have), it harms Tony's book.

    So even though I am late in reviewing this book its content is excellent (even though it is wrapped in DRM stupidity) and still accurate enough to be relevant.  If you are wanting to brush up on you Blender knowledge this book will do the job very well.

    Review Score 85%

    03 June 2012

    Jonathan Williamson - Chracter Development In Blender 2.5 - Book Review

    I have been a little busy lately and it has been a while since my last Blender book review, and since I didn't want to put of my review of Jonathan Williamson's newest book "Character Development In Blender 2.5", I decided I would put the hammer down and make some time to read through his book, I was glad I made time.

    Those of you who have been wandering around in the world of Blender for any length of time will no doubt recognize the name, as Jonathan is one of the people that produces such great video tutorials at www.blendercookie.com.

    This is not the first time I have reviewed tutorials from Jonathan, he also previously did excellent video tutorials on character modeling.



    This time around instead of tutorial video Jonathan has produced a book covering some of the techniques and tools required to create a character mesh which can then be used in the later stages of a workflow pipeline (texturing, rigging, compositing, etc.

    Product Specifications:
    • Name: Character Development In Blender 2.5
    • Author: Jonathan Williamson
    • Price: $26.77 (26 Sept 2011)
    • Type: Book
    • Pages: 496
    The book has a broad audience, if you are a complete Blender beginner you will be able to pick it up and follow along with ease, and if your an intermediate level Blender user you will find topics covered that will be of interest to you also.

    The start of the book covers the very basics of Blender and it's interface and spends a good deal of time explaining the fundamental features of Blender as well as general concepts of 3D and 3D modeling for those completely new to 3D. After the basics of Blender's interface are covered the books quickly picks up pace and keeps up the fast moving descriptions throughout the book.

    The second part of the book is a rundown of some of the most important features of Blender that will be used throughout the rest of the book. Here we get simple and clear explanations of Blender's various mesh features, what modifiers are and how to use them. Also covered in this section of the book are Blender's Sculpting tools. The descriptions and examples used to describe how a user can use sculpting is one of the clearest I have come across especially in a printed book. The sculpting chapter to me is one of the stand out chapters, worth the price of the book alone. So often in printed books it can be difficult to properly describe the effect of the various tools used while sculpting but Jonathan does an excellent job.

    One of the ways he manages this is by use of many, many pictures. This greatly helps when trying to interpret instructions given in the book and greatly speeds up how quickly things can be described to the reader. On the whole the quality of the pictures is very good and rarely did I have any problems figuring out what I was supposed to be doing, though there were occasional times when I had to go back and take a longer look at the pictures to see what I was supposed to do, this happened very rarely. The combination of clear textual descriptions and a vast number of pictures made things easy to follow. The only criticism I have as far as the pictures in the book go is that it would have helped a lot if they had all been in color, but for the most part this did not matter.

    After the tools that are going to be used have been described the book then moves on to its third part, construction of your character. This third part forms the majority of the rest of the book. Topics such as making a block/rough character to later use to make the more detailed version of the character are covered. Both organic modeling in terms of the female character and her cloths are covered, as is hard body modeling for items such as jewelry and weaponry. So weather you prefer to do hard of sort body modeling both are covered. Sculpting introduced earlier in the book used extensively and Jonathan really shows the power it has in giving extra detail to a model.

    The model that is created throughout the book is one that was created in concept art by David Revoy another well known Blender artist. As ever David's concept art is really great and helps make modeling the character described in the book easier. All the support files for both the finally created character and David's concept art are all provided on the DVD and can be downloaded from the books website.

    One thing that probably should be made clear is that Jonathan explains something once earlier in the book and then expects you to remember what he said, you will get told how to carryout particular tasks once, then you are expected to use what he explained previously in later parts of the book. This is helped greatly by referring the reader back to various sections of the book, and the multitude of pictures. Because Jonathan doesn't repeat himself you tend to get a lot done in a short amount of time. There is very little in the way of press this button click, that key, unless it hasn't been explained before in which case Jonathan goes over the particular keys and their functionality.

    After the majority of the character modeling tasks have been completed Jonathan runs through some extra steps to make the resulting render even more useful, covering both lighting and rendering settings. A section I really liked from this part of the book was the discussion and demonstration of how to use the Retopology feature that Blender provides. Very few people take the time to properly explain its usage, at least in books, as this is often easier to show in video form, Jonathan manages it well.

    For the final part of the book Jonathan covers UV Unwrapping and how to apply Normal Map Baking to the finished character. UV Unwrapping was clearly explained as was baking Normal Maps. Just like the rest of the book there are numerous pictures to help keep things clear.

    Given that books are a textual medium in can be difficult to describe and demonstrate certain features of Blender, Jonathan has seen this potential problem and has also provided a collection of videos on the DVD and also they are available on the books website. The videos go into more detail about specific topics covered in the book. These videos would be worth the price of the book alone, they are very informative, and if you find the book's text moves to quickly for you these videos should really help.

    Excellent book well worth adding to your collection especially if you are a beginner or intermediate level Blender user, or you are a bit rusty with your character modeling skills.

    Review Score 80%

    Roland Hess - Tradigital Blender 2.5 - Book Review

    In the Blender world of books and training video tutorials, there are very few training aides that are specifically targeted towards teaching the theory and practical sides of animation using Blender as the specific tool to teach with.
    This situation has been remedied somewhat with the release of Roland Hess's new book titled "Tradigital Blender" by publishers Focal Press. A book that covers the topics of animation and how to do it using the tools and features that Blender provides.

    Blender user's will recognize the name as Mr Hess has produced many different books and video training courses in the past relating to Blender.


    Product Specifications:
    • Name: Tradigital Blender
    • Author: Roland Hess
    • Price: $44.96 (1st Aug 2011)
    • Type: Book
    • Pages: 312
    It's important to point out that this book is very specialized in what it teaches, it covers animation using Blender. No mesh modeling, rigging, or texturing subjects are covered. This book is for animators and animation.

    On opening the book the first thing I noticed was the excellent quality of the pages, they are all glossy and in full color. This is amazing for a book of this price and really shows what can be done when publishers are not being tight fisted and trying to save some money on production costs. It really helps this book, everything is crystal clear and easy to see on the pages.

    At the start of the book the approach taken is to first describe the 12 Principles of Animations and the theory behind those principles. Clear and precise examples are given to help in clearing up exactly what each of the 12 principles mean and why they are so important when it comes to giving life to your animations. This is especially important as the 12 principles are used throughout the other parts of the book as the guiding and interweaving principles upon which the rest of the book is based.

    After the theory, the practical side of the 12 principles are implemented using Blender. This is achieved by describing the various tools at the disposal of the Blender animator. All the major tools such as Graph Editor, NLA Editor, Dope Sheet and Action Editor are covered in extensive depth, as is how to use these tools to their fullest to achieve the animation results needed.

    Along with the detailed descriptions of how to use Blenders tools, other more structural and production workflow oriented topics are covered. Such as story boarding, animatics and how to structure these stages so as to be most efficient with your time while creating your animations. Mr Hess goes into great detail on the advantages and disadvantages of the different methods and approaches available to someone working on producing an animated work.

    The two major methods of animating are covered, those being pose to pose and straight ahead. For the most part the book uses pose to pose animation techniques to form keyposes and then nearer the end of the book uses straight ahead to finish off the animation. The discussion as to why and when to use the two different animation methods was clearly explained and gave a good informational base to make a decision on, as to which method you should use when you are animating.

    As well as describing the tools and techniques of animation within Blender the book also takes the reader through the steps of actually making a finished animation of a couple of Blender character models which are provided on the companion website that partners this book. I found the instructions to create the animated scene reasonable easy to follow, though even for a short animation like this one it sometimes became hard to follow along. If you do though you end up having all the salient points of animation both described to you in theory and fleshed out in practice with a finished animation. If you decide that you don't want to follow along with the book, that is fine also as it is able to stand with just the theory and explanations of how things would work if you were using Blender.

    The only problems I found were with the companion website in that some files were missing or were the wrong files when downloaded, and the IK/FK switch from the demonstration files seems not to work on more recent versions of Blender. These were only minor issues though and turned out to not have too much of an impact, though it would be useful to have the IK/FK switches fixed in the demo files.

    Excellent book, really well produced, teaches both theory and practice of animation in Blender. You need some patience to follow the book but if you do I think it will be very rewarding and very educational to the aspiring Blender animator.

    Review Score 90%

    John E. Herreño - Blender 2.5 Hotshot - EBook Review

    John Herreño recently came out with a Blender 2.5 book, and since I don't remember reading anything from Mr Herreño before, I was interested to get my hands on this book.


    Product Specifications:
    • Name: Blender 2.5 Hotshot
    • Author: John E. Herreño
    • Price: £16.14 (15 July 2011)
    • Type: EBook
    • Pages: 332
    The first thing I did was check out Mr Herreño's website to see what Blender related stuff he had previously done (website). his website seems somewhat empty of what he is capable of, so I went searching some more on google and quickly found that he is a Blender Certified Trainer (BCT Page), and is on twitter as jedihe. So it seems that he is a very skilled Blender user.

    Given the information I was able to find, I was eager to read this book as it seems to be the type of Blender book which I had not seen before, an intermediate level, Blender 2.5x projects based book.

    There are in total 10 projects that are covered, 8 of them inside the book and 2 of them downloadable, which cover the following topics:
    • Project 1 - Render A Starship Shield Impact
    • Project 2 - Fly A Fighter Aircraft Through A Storm
    • Project 3 - Construct A Car Using Modeling & Shading
    • Project 4 - Creating A Professional Looking Demo Reel
    • Project 5 - Build An Interactive Walkthrough Using The Game Engine
    • Project 6 - Detailed Render Of The Earth From Space
    • Project 7 - Animate A Humanoid Character
    • Project 8 - Create A Snail
    • Project 9 - Render A Kitchen
    • Project 10 - Model A Basic Humanoid Character
    Each of the projects on the whole are very informative and are worth doing. I found that I could follow them but you have to be paying attention and be prepared to fill in some of the things which are not specifically explained. This is to be expected as this is an intermediate level book.

    Some of the projects are related to each other so will require you to have done those previous projects before you can do the next ones, in some cases.

    When all the projects are done, you get a very good coverage of most of Blender's major features, and as such they serve as a good foundation to the use of Blender.

    There are problems with the book though because for some reason the book does not supply support files on the books dedicated website, and resorts to having the user go to various websites to obtain the files needed to carry out the various tasks for each of the different subjects of each project. Unfortunately this causes problems as some of the websites they want you to go to require you to register with them. This is unacceptable for a paid for book, the support files should be supplied. Another problem was that one of the websites referenced in Project 5 was just a blank page which made doing the project harder than it needed to be. Also the fact that Projects 9 and 10 are not included within the book but are in downloadable form, is a little strange. It would also have been very helpful if the resultant files produced from the individual projects were also provided. The would help because you would not have to manually go through all the steps to carryout out projects that require previous projects to have been carried out.

    Even given the problems above, this is still a very informative book and I think it is still worth getting.

    Review Score 70%

    Virgilio Vasconcelos - Blender 2.5 Character Animation Cookbook - EBook Review

    Packt Publishing recently released another book in their Cookbook series, given how disappointed I was about the last Cookbook of theirs I had to review, I was a little bit apprehensive about reading another one. Thankfully though this time around this particular cookbook is of excellent quality.

    This book written by Virgilio Vasconcelos, covers using Blender 2.5 to carryout out various aspects of character animation and rigging.


    Product Specifications:
    • Name: Blender 2.5 Character Animation Cookbook
    • Author: Virgilio Vasconcelos
    • Price: £16.14 (8 July 2011)
    • Type: EBook
    • Pages: 300 (Roughly)
    Mr Vasconcelos is a very talented character animator and uses Blender extensively to carryout out his works. He has a very informative website demonstrating his works (virgiliovasconcelos.com), take a look at his demo real to see what he can do.

    Like the other Cookbooks in the Blender series of books, the approach taken to teach topics is in the form of short recipes which inform the reader as to how to carry out a specific tasks, and then after the recipe has been described, the book moves on to describe why a recipe is done the way it is.

    This cookbook presents 50 recipes related to Blender 2.5 Character Animation topics. It can be read from cover to cover or used in the form of a quick reference, if you are only interested in a specific animation topic.

    Each recipe is very clearly written and more has more than enough information to be useful to both beginning Blender users all the way up to experienced Blender users. One of the most memorable things about recipes was how much of the time I was reading and being impressed that I was learning novel ways of doing rigging and other clever techniques.

    Each of the 50 recipes is described in a roughly ordered manner going from basics towards more advanced recipes as the book continues. As far as I was able to tell the recipes give you all the information you would need to rig and animate a human character.

    Throughout the book support files and a human character armature called otto are used to demonstrate various topics. The otto character is very flexible and serves well as a demonstration model.

    The first two thirds of the book introduces the reader to the various recipes while the last third is more general and brings together all the previously learned recipes leaving you to use what you have learned to carryout the later parts of the book.

    This was a short review but part of the reason for that is the book does what it says it does i.e. teaches you various important recipes which are very likely to be useful to you as a character animator. It carries out this task extremely well and very clearly.

    One thing that I kept thinking to myself while reading this book was, I wish I had this when I was first learning to use Blender, it would have made my life so much easier. I would imagine that would apply to other Blender users as much as it would for me. There were a few mistakes in some of the recipes, but nothing that really matters or that would not be very obvious and easily spotted and so aren't worth worrying about.

    So all in all an Excellent book, well worth the time to work through all the recipes like I did, you will learn a lot if you are a new Blender user and probably a fair bit even if you are not so new.

    Review Score 85%

    Colin Litster - Blender 2.5 - Materials and Textures Cookbook - eBook Review

    Packt Publishing currently has a line of step by step books covering a large number of topics, the important thing about their cookbook series of books is that they are written in a similar way to recipe books, in that you are given step by step instructions on how to achieve a particular thing and then after the step by step has ended a description of why the recipe works is described.


    Product Specifications:
    • Name: Blender 2.5 - Materials and Textures Cookbook
    • Author: Colin Litster
    • Price: £16.14 (22 June 2011)
    • Type: Reference EBook (PDF Format)
    • Page Count: 312
    Topics Covered:
       Chapter 1: Creating Natural Materials in Blender
        Introduction
        Creating a realistic pebble material using procedural textures
        Creating a gray limestone pebble
        Creating the quartz pebble material
        Creating an opalescent quartz material
        Creating a mask to represent the quartz veins
        Combining two materials, to make a third, using Nodes
        Creating a large rock material using procedural, and node textures
        Creating a sea rock material
        Creating a texture node to simulate seaweed at the base of a rock
        Creating a large rock face using photo reference
       
       Chapter 2: Creating Man-made Materials
        Introduction
        Creating a slate roof node material that repeats but with ultimate variety
        Using a tileable texture to add complexity to a surface
        Warping a texture to disguise seams in a repeated texture
        Adding weathering by copying and reusing textures
        Combining materials using nodes
        Creating metals
        Using specular maps to add age and variety to man-made surface materials
        Adding oxidization weathering to our copper material
        Adding grime and artistic interest to our copper material
        Creating a path or road material that never repeats
        Repeating a tiled texture to duplicated objects
        Deforming materials and textures in Blender
       
       Chapter 3: Creating Animated Materials
        Introduction
        How to move textures and create animation without moving a mesh
        Manipulating the F-Curves of texture movement
        Using an Empty as a dummy object to control texture movement over time
        A barber pole with no moving parts
        How to alter the color of materials and textures over time
        Creating a red hot iron bar
        How to animate transparency in a texture
        Creating a burning sheet of paper
        How to change textures during an animation
        How to texture with movies creating a TV screen
       
       Chapter 4: Managing Blender Materials
        Introduction
        Setting a default scene for materials creation
        Additional settings for default scene
        Creating an ideal Blender interface for material creation
        Creating an ideal texture animation setup
        Naming materials and textures
        Appending materials
        Linking materials
        Making blendfiles stand alone
       
       Chapter 5: Creating More Difficult Man-made Materials
        Introduction
        Creating rust on iron-based metals
        Creating a mesh object to provide good reflective surfaces
        Using environment map textures to simulate reflection
        Varying environment map reflections to simulate corrosion or wear
        Using raytrace reflections to simulate polished metals
        Varying raytrace reflections to simulate dirt and grime
       
       Chapter 6: Creating More Difficult Natural Materials
        Introduction
        Creating realistic large-scale water in Blender 2.5
        Setting up an ocean vista environment
        Creating a wave surface using textures
        Creating an ocean surface material
        Creating wake around objects in water
        Creating a non-repeating leaf material
        Creating image and bump maps, with alpha channels
        Using images as the basis for a leaf material
        Using alpha to create a leaf shape on a simple mesh
        Adding a non-repeating bump to the leaf material
        Adding color complexity to the leaf material
       
       Chapter 7: UV Mapping and Sub Surface Scattering
        Introduction
        Creating a face map from photographs
        Unwrapping a face mesh to produce a UV map
        Editing a UV map to optimize the image space
        Creating multiple UV maps for a single object
        Combining UV maps to create an enveloping UV
        Using a paint package to merge UV maps
        Extracting color, bump, and specularity maps from photographs
        Applying UVs to create an accurate skin material
        Skin shading using SSS and AO
       
       Chapter 8: Painting and Modifying Image Textures in Blender
        Introduction
        Post processing rendered images from within Blender
        Adding more than one material to a surface
        Adding dirt onto a model
        Creating an aged photo with simple Blender materials
       
       Chapter 9: Special Effects Materials
        Introduction
        Creating explosive smoke in Blender
        Igniting a flame and making things burn in Blender
        Creating loopable fire and smoke sequences
        Adding complex FX without the render overhead
       
    This book follows the same format, step by step instructions, followed by an explanation of the various features used in the recipes and why they are used the way they are.

    Books that specifically cover getting to grips with Blender's Materials and Texturing abilities are very rare, sure there are books that cover both of these topics but those books usually cover other things. This book is specifically targeted to only covering Blender's Material and Texturing functionality and settings, and demonstrating how these settings can be used to create various material types in the 3D environment.

    A wide range of differing material and texture types are created and demonstrated by building a series of different 3D scenes showing what the results look like.

    A stand out part of this book is that it's the first book that I know of that goes into good detail on how to use Blender's Texture Node system, demonstrating just how powerful this node system can be. I really learned a lot about this method of creating textures. If you want a good guide on how this system works, this book is the book to get, as unfortunately other good documentation sources on this feature are really hard to come by, as Blender's Texture Node system is very badly documented and misunderstood.

    This all sounds excellent so far, we have a book which goes into detail about how to use Blender's procedural texturing and it's Texture Node system to make very convincing textures and materials. Sounds as if this book should be an automatic go out and buy it book, right?

    Unfortunately all the good work the book could do, is undone by the fact that it is littered with errors and missed steps as well as some missing and misnamed support files. A recipe book, I would say by definition has to have recipes that when followed will result in the correct effect being achieved. If you only rely on the books recipe instructions to achieve a particular effect you are interested in, you will either end up with a result which is completely wrong, or slightly wrong for almost all of the recipes described within this book.

    Part of the problem is that a lot of these recipes rely on other recipes which have mistakes and missed steps. As a result there is a ripple effect all the way through almost all of the recipes resulting in them being wrong by varying amounts. Another reason for this is that Blender changed its method of calculations for certain texture effects such as bump mapping, after the book was in production. The book mentions this problem at the beginning of the book, but there are other errors and miss steps which are not highlighted.

    If you do not want to have to manually go through the step by step recipes to make the materials, you can just use the supplied blend files to pick apart how the materials and texture were created.

    These blend files are an extreme time saver, and are extremely useful as a learning exercise. Unfortunately the same blend files turn out to be pretty much mandatory viewing if you want to see how to properly make the described materials and textures that are supposedly described in the different step by step recipes written in the book. Without these blend files it would be very difficult to see what settings differed between what is written in the book and what is actually in the blend files. Without these blend files, on rendering any of these recipes, the results will look wrong a lot of the time.

    So in short, you have a recipe book where if you follow the recipes as written in the book you won't get the correct results. The only way to see how the created materials and textures are created is to open the supplied blend files, which were sometimes missing. So I have to ask myself at that point, what is the point of the written book with the recipes which were not checked properly so as to make sure they were complete and accurate?

    So I thought, what I will do is manually go through all the blend files and all the written recipes and see where they don't match and correct the recipes, such that I ended up with results on render that matched those of the supplied blend files. This took while but in the end I managed it and ended up with a list of all the errors and missed steps and the correct steps to get the correct render results. I then sent that list to the people at Packt, they were nice about it. Deciding that I would wait before I reviewed this book as I could say that yes the printed recipes are wrong but that the errata has been posted and so long as you read the errata you can see where the errors are and just do what's described in the errata posts and still end up with the correct result.

    Well now it's several weeks later, as I type this review and still there is not an errata post for this book on their website. So you have now way of knowing about the corrections needed if you are just dependant on the written book recipes. Even with the errata, if you are in a hurry to get a recipe to achieve a particular effect you need, you will not want to have to go reading errata lists just to get a recipe to work. They should have been properly checked before being put in a book.

    If the errata had been published I would have given the book a much higher rating as at least a normal reader could have found out all the mistakes. Without the errata the only thing that makes the book usable are the explanations at the end of recipes (which are very informative) and the blend files.

    Hopefully they do a reprint of this book with the mistakes fixed and get better reviewers to spot mistakes next time, as it has 3 according to the book information and a technical editor as well.

    Can't recommend this book, you are basically paying for blend files as the book itself is of no use as far as the recipes go. Colin Litster is well known Blender user, anyone who has seen some of his work knows that he is a very skilled Blender user. But because of bad production in this book that is not reflected.

    For those who have already bought the book/ebook and are trying to follow the recipes here is the errata I found:

    Page 12 - File pebble-03.blend from Packt file the DistNoise texture. Its mapping > Size fields are x1.37 y-0.16 z0.37, yet  all the other textures on the pebble have size value of 1, 1 , 1. Don't know if this is a mistake or just has not been communicated in the book text on when the distnoise texture is created.
    
    Page 13 - File pebble-03.blend from the packt file.  Musgrave texture in the influence section, the colour swatch is set to a value of .28 for rgb, but in the book for this file we are told to use .14 for the musgrave colour picker. On page 13 step 17.  Wonders which is correct .14 or .28
    
    File pebble-04.blend from the packt file. In the 3rd texture slot "QuartzMusgrave", it has the stencil option selected but we are not told to do so in the book, at least not directly until we have already been told to save the file.  Also in the same file the mapping panel has Size: value of .3, .5 and .4, again we are not told to alter the size values in the book and so they stay at 1, giving incorrect results, compared to the packt files.
    
    Page 23 - File pebble-06.blend from the packt file.  Will not match with the instructions given in the book because on page 23 after step 18 they need to set the Influence colour selector to black 0,0,0 on the QuartzThin2 texture slot, this is not mentioned in the book.  Even though the packt file has this set correctly,  If someone only follows the instructions in the book they end up with a magenta stone.
    
    Page 32 - There should probably be a step 16 to set the Influence Bump Mapping Method to Compatible.  As  this is the method used in the original packt "Sea-Rock-01.blend" file downloadable from the website.  Also you mentioned on step 15 setting the stencil option but this is not set in the packt files.  Which is right?
    
    Page 35 - Step 5 needs to include setting the Mapping slot axis values to Z, Y and Z as that is what they are in the official files, and by default they will be X, Y and Z.  If not set the texture will not be mapped correctly to the mesh.
    
    Page 36 - Step 11 needs to include settings the factor value for the Mix node to 1.
    
    Page 37 - Step 17 needs to include setting the Mapping axis values to Z, Y and Z as that is what they are in the official files, and by default they will be X, Y and Z.  If not set the texture will not be mapped correctly to the mesh.  Also the Mapping Offset X value in the official file is -0.20, we are not told to alter this value in the book.  Also Influence for Colour should be deselected.
    
    Page 38 - At step 19 in the official packt files DVAR is set to 0 but by default it is normally one, but we are not informed to change it, does this setting matter.
    
    Page 41 - At step 7 Mapping is set to Size X .2  but when set it does not render as shown in the picture shown in the book, leaving the value at 1 gives results that look very similar to
    that shown in the rendered picture.
    
    Page 45 - Should all the textures for the large-rock-blue-stone.blend file have all the normal affecting textures use the compatible bump method?
    
    Page 53 - Step 9 should include setting the Bump Mapping Method to Original.  Under image sampling the filtering method should be set to Box as this is what it is in the official packt files and more closely matches the render results when set.
    
    Page 56 - Step 3 tells the reader to set Noise to Soft, yet the Setting in the packt file is set to Hard, and only hard settings gets correct renders.
    
    Page 57 - Bump Mapping method under influence should be set to Original.  As Blender defaults to something different in recent builds.
    
    Page 59 - Step 2 for the slate-tile section make sure the Bump Mapping Method is set to Original.
    
    Page 59 - Step 2 for the Musgrave section.  The musgrave settings need to have intensity set to .44, by default its 1, but in the pack file its .44 . In the Mapping area set the Size X value to 4.33 as this is what the value is in the packt files, and when set the render matches what is shown in the book.
    
    Page 67 - Step 3 in the packt files there is a ramp shader active yet we are not told in the book to add this.  It needs adding to get the results as shown in the book.
    
    Page 67 - Step 9 - Must change Bump Mapping Method to Original.
    
    Page 67 - To get the results shown in the book you must disable colour management. Also the sharpness of the displacement in render is greatly affected by the alias method used and in the packt file gaussian is used but that isn't default and we haven't been told to change the aliasing method in the book.
    
    Page 68 - Image Sampling settings for the plating-bump-1.png file should have the filter type set to Box somewhere between steps 10 and 14.
    
    Page 68 - Step 14 needs to change the bump mapping method to original as it is not set to this by default and we are not told to in the book, yet the official packt file use the original method.
    
    Page 68 - Step 16 Set Nabla to 0.10
    
    Page 69 - Under the Colour Section for the texture for beaten-bumps set Brightness to 0.9 and Contrast 1.2.  Under influence set the Normal Bump Mapping Method to Original.
    
    Page 70 - Image Sampling for the plating-spec-pos.png, the filtering type needs to be set to box, as this is what it is in the packt files.  The Image Sampling section also should have Alpha Use option deselected, as this is not mentioned in the book and it is off in the packt files.  If it is on it affects highlights badly.
    
    Page 72 - The Blend texture should have Color > Adjust > Brightness set to 1.3 and Contrast to 1.7
    
    Page 73 - Under the Image Sampling panel for the Oxidization texture the Filtering method needs to be set to Box and the use Alpha option needs to be deselected.
    
    Page 79 - Step 5 for the path-bump texture needs to have it bump method changed to Compatible.
    
    Page 80 - Step 4 of the mask texture should also include setting offset values y -10 , z .10  as this is the values they have in the packt files, not mentioned in the book text.
    
    Page 97 - Step 8 should probably be rotation of the z axis to 90 not x, the x and y should remain at 0.  This appears to be an error in the official packt files because the barber pole tube is rotated by 180 and hasn't had its rotation applied.  If the rotation was 0 (as it would be if made by the user as described in the text of the book), then its the z axis that needs keying.  Also on checking further the coordination system in the packt file is set to local (it would not be set to this by default and is not mentioned in the book text).
    
    Page 98 - Step 9 - This should the be the Z axis which should be set to -90 degrees, then set the keyframe.
    
    Page 98 - Paragraph that starts "The Y curve in the F-Curve editor" should replace Y with Z.
    
    Page 98 - Paragraph that starts "The texture was applied to the mesh using Tube mapping"  - This paragraph is incorrect.  It needed to be rotated between the original barber pole tube mesh because it was rotated, had it not been rotated no rotation would have been required.  As an example see file p109-barber-pole-02-corrected.blend
    
    Page 101 - Step 4 says set Noise to Hard, yet it is Soft in the official packt files.
    
    Pdf Page 101 - Step 6 needs to mention that the Bumpmapping Method needs to be set to Compatible.
    
    Pdf Page 101 - Step 9 needs to mention that the Bumpmapping Method needs to be set to Compatible.
    
    Pdf Page 106 - Steps 4 to 6 seem to not work and dont match what is in the packt files.  To closely match the packt files do the following:
        For Pos Number 0 - goto frame 1, then set the color selector to r1, g0, b0, a1, insert a keyframe on the color selector, goto frame 100, insert another color selector keyframe, goto frame 150, change the color selector to r1, g1, b.311, a1, insert a color selector keyframe.
        For Pos Number 1 - goto frame 1, then set the color selector to r1, g0, b0, a1, insert a keyframe on the color selector. Insert a keyframe at Pos:.011.  Goto frame 100, set color selector to r1, g0, b0, a1. Insert a color         selector keyframe.  Goto frame 150. Key pos: .079 and key the colour selector with r1, g1, b0, a1
        For Pos Number 2 - goto frame 1, insert a keyframe at pos:.102.  Goto frame 150 and the insert a keyframe at pos:.231
    
    Page 110 - Paper fire works, but looks not very good.
    
    Page 112 - Step 6 mentions that they will see various fields such as how many images in a sequence and start and offset fields and auto refresh.  These fields by default will not be visible unless you first in the Image panel > source section make sure that the Sequence option is selected.  It also will only tell you how many frames are in a movie , not a sequence.
    
    Page 112 - Step 7 needs to also mention to set RGB Multiply for G and B to 0
    
    Page 112 - Step 9 Fails to mention that to get the Red Alert texture to align correctly Image Sampling Flip XY Axis must be selected.
    
    Page 116 - Image Sampling need to have Flip XY Axis ticked for the tv movie texture to be orientated correctly on the screen.
    
    Page 122 - Step 3 - Probably should be made clear that the position of hemi lamp is not important, only the rotation of a hemi lamp alters the angle things will be lighted from.
    
    Page 123 - Step 6 mentions that Crop will still be active even though it is grayed out.  This is not the case in later version of Blender.
    
    Page 123 - Step 9 mentions that the compression slider for png files controls image quality.  PNG is always lossless, image quality will not be affected by the slider only the resulting file size.  It is configurable because larger compression make generating the file smaller on disk but it can take a while to carry out the compression calculations.  JPG images however do get their quality effected by this slider.
    
    Page 130 - Paragraph that starts "Full raytraced ambient occlusion can take some time"  - Mentions that Ambient Occlusion is only available if you render with raytracing enabled.  This is incorrect.  Ambient Occlusion when using Approximate gather is only dependant on mesh geometry to do its work.  Only when using Ambient Occlusion with the Raytrace gather method do you require raytracing to be active.
    
    Page 130 - Paragraph that starts "Occasionally, you may go too far with default settings and..." - CTRL+N will only reload your saved default screne, it will not Load Factory Defaults.
    
    Page 138 - Paragraph that starts "There is also no restriction on using lower case of capital character in a name" - Blender considers different case texture and material names to be completely different.  Ie Mater and mater are different in Blender.
    
    Page 153 - Step 4 specular Intensity should be set to .235 and slope should be set to .3 , to match the packt blend files.
    
    Page 153 - Step 9 needs to mention that in the Mapping panel you need to set the Coordinate type to Reflection for the Environ-map texture.  Otherwise the environment map will not work correctly as its reflections will be wrong.
    
    Page 154 - Step 4 mentions to set Geometry/Normal to a value of 1 , yet in the packt file it is set to .3
    
    Page 162 - Step 13 - The Bump Mapping Method should be set to Compatible.
    
    Page 171 - Step 13 says to set the Blend value to 3, where as in the packt files it has its value set to -3
    
    Page 175 - Step 1 should say from the Channel menu, not the Key menu.
    
    Page 177 - Step 9 should also include setting the Bump Mapping method to Compatible.
    
    Page 177 - Step 11 should also mention that the Cloud Noise Type for the small-waves texture should be set to hard so as to match the one in the packt files.
    
    Page 178 - Step 17 - Should also mention to set the Mapping Coordinates to Object and set the Mapping Object text field to wave-movement, as it is in the packt files.  It appear that copying the texture does not bring all the settings.
    
    Page 179 - Step 30 should also mention that the Size y value in the Mapping tab is set to 3 in the packt files and so should be in the book text.
    
    Page 181 - Step 3 - The foam-mask-bump2.png is not on disk or supplied, missing and is used it recipe
    
    Page 195 - Paragraph that starts "When you move the mesh in Object mode, you will not see the displacement change until you render." - This doesn't appear to be the case any more, moving the mesh in Object Mode also updates its displacement in recent builds.  At least when the Texture Coordinate system on displace modifier is set to Global.
    
    Page 207 - Step 14 - Toolbox is on the left.
    
    Page 220 - Step 6 will only work if you have an image to bake to in the uv image editor.  Other wise you will get an error displayed in the header.
    
    Page 257 - Step 9 file house-14.png seems to be missing from the packt files.
    
    Page 268 - Steps 8  is wrong because Blender interface for smoke changed.  Most of the chapter on smoke will not work because of changes in the way Blender does it, in more recent versions. 


    Review Score 50%

    Jason Van Gumster - Blender For Dummies 2nd Edition - Book Review

    Jason Van Gumster recently released a new version of his Blender For Dummies series of books. This time covering the 2.5x series of Blender.

    Mr Gumster is a very well known and respected Blender user, he is part of Hand Turkey Studios which uses Blender extensively for its productions and training materials (Hand Turkey Studios) as well as various other open source applications. He goes by the twitter name monsterjavaguns, and frequents www.blenderartists.org. It is safe to say Mr Gumster knows his way around the nooks and crannies of Blender.


    Product Specifications:
    • Name: Blender For Dummies - 2nd Edition
    • Author: Jason Van Gumster
    • Price: €28.00 (8 June 2011)
    • Type: Reference Book
    • Page Count: 406 (Roughly)
    Topics Covered:
       Part I: Wrapping Your Brain Around Blender.
        Chapter 1: Discovering Blender.
        Chapter 2: Understanding How Blender Thinks.
        Chapter 3: Getting Your Hands Dirty Working in Blender.
        Chapter 4: Working in Edit Mode and Object Mode.
       
       Part II: Creating Detailed 3D Scenes.
        Chapter 5: Creating Anything You Can Imagine with Meshes.
        Chapter 6: Using Blender’s Nonmesh Primitives.
        Chapter 7: Changing That Boring Gray Default Material.
        Chapter 8: Giving Models Texture.
        Chapter 9: Lighting and Environment.
       
       Part III: Get Animated!
        Chapter 10: Animating Objects.
        Chapter 11: Rigging: The Art of Building an Animatable Puppet.
        Chapter 12: Animating Object Deformations.
        Chapter 13: Letting Blender Do the Work for You.
       
       Part IV: Sharing Your Work with the World.
        Chapter 14: Exporting and Rendering Scenes.
        Chapter 15: Compositing and Editing.
       
       Part V: The Part of Tens.
        Chapter 16: Ten Problems for New Users in Blender (And Ways Around Them).
        Chapter 17: Ten Tips for Working More Effectively in Blender.
        Chapter 18: Ten Excellent Community Resources.
       
       Appendix: About the DVD.
       
    I previously reviewed Mr Gumster's earlier Blender For Dummies book and was very, very impressed with it (Blender For Dummies), for the 2.4x series of Blender it was/still is the gold standard for people wanting a general Blender book that can act as a reference. It covered things other books tended to skip. If you wanted a book that covered all the shortcuts and the stranger, as well as more basic and popular features, it was the book.

    So with the release of this 2nd edition of Blender For Dummies for the Blender 2.56 series of Blender, I was interested to see if it was upto the same standard, and unsurprisingly it was. If you found the first book useful you will find this second book very useful, if you are wanting to transition to the Blender 2.56 series of Blender.

    As mentioned above this book is a combination of a both a reference book and a quick steps tutorial guide. Each of the different chapters is divided into sections covering the major topics of Blender. The sections tend to be split between being reference sections and then at the end of a section an example is gone over that brings together the previous reference sections.

    Overall the separate chapters and sections are well written and very clear. I would normally review the ebook version of a product but as yet it is not available. As a result I had to contend with most of the pictures in the book being in black and white and slightly cloudy. Though thankfully the pictures often do not matter as the text of the book is very clear, so even if the pictures are sometimes a little difficult to decipher, the written text comes to the rescue. There is an inset color pullout contained within the book showing some examples of work created with Blender and that is very impressive. It also comes with a DVD which has all the files from the book on it and various pieces of software that a Blender user would find useful.

    All of the major topics that a Blender user of Beginner to Intermediate level would expect to use are covered, at a quick pace, but clearly and in such a way as not to be confusing to newer Blender users. The one exception to this is scripting, no Python and its uses within Blender are covered. The various simulation topics are briefly covered, in enough detail for you to be able to get further information from the Blender community at large.

    Another excellent feature of this book is that it makes absolutely certain to explain the terminology used within Blender with regards to its interface. This is the first time I have seen a book with uses the correct terminology for Blender's features. I know this may seem like a small feature, but having proper terminology to refer to parts of the Blender interface is really useful and helps speed up explaining how to use Blender. Also Mr Gumster goes out of his way to properly indicate the various different ways in which features of Blender can be accessed, from the keyboard hotkeys, to the various menu items. I learned a few hotkeys myself.

    So this is an excellent book, very clearly written and giving a beginner or intermediate Blender user a good grounding in the features available to them. I really do hope that one day Mr Gumster writes a Blender Bible/Ultimate reference, because if this book is anything to go by, it would be a sure fire winner.

    Good book, go buy it!

    Review Score 85%

    Mark Lutz - Learning Python - 4th Edition - EBook Review

    Blender is a very flexible 3D modeling application. The range of features and functionality are designed such that an artist can, with as little effort as possible achieve their modeling goals. Blender achieves this aim using multiple different approaches. If you are the typical Blender user, you gain access to most of Blenders features through the Graphical User Interface (GUI) (buttons, check boxes, icons), Addons and various keyboard shortcuts. Using just these methods the vast majority of Blenders functionality is exposed to the typical Blender user, weather that user be a new Blender user or an experienced user. For most users that is all that is needed to carryout the majority of tasks.

    What is somewhat less well known is that a lot of Blenders functionality is derived from a programming language that is developed separately from Blender itself, even though a version of the language ships with all versions of the 2.5x series of Blender. That language is Python, a very powerful programming language used behind the scenes in Blender to provide large amounts of Blenders functionality.

    For example the way in which Blenders GUI reacts to user interaction, is to large extent controlled by the Python language, as are many other features of Blender, such as Addons and other features which rely on Python to carryout out their tasks for them.

    Now probably at this point some are thinking, so what's the big deal about Python being used by Blender? Well Python does not just provide a fixed, unchanging, set of features to Blender, you can extend and change how Blender works by altering or writing new Python scripts, using the Python programming language. If you don't like the way a particular interface feature is laid out, you can change it, and if you want a entirely brand new feature added to Blender, then it is often possible to add it using just the Python programming language.

    However because Python the programming language is developed separately from Blender, you generally won't find much information from the Blender creators on learning the Python core programming language. If you need information on how to understand the core language of Python you need to look somewhere else.

    Thankfully Python is a very popular programming language because of its flexibility, and as result there are many books written on how the Python language works, its rules, so to speak.


    Product Specifications:
    • Name: Learning Python - 4th Edition
    • Author: Mark Lutz
    • Price: $39.99 (EBook PDF version)
    • Type: EBook
    • Pages: 1216
    This is one such book written by Mark Lutz. It goes into extensive detail on how most of the Python language works. This means that by default it's a large tome coming in at more than 1200 pages, so it is definitely not a quick read, though it does cover almost every aspect of Python language that you are likely to need.

    In some respects it is often too detailed, as it also covers topics that I doubt any Blender user would need to know, but this is not the fault of the book and more as issue of Blender not using a particular feature. But too much information is never a bad thing in my opinion, you never know when you may need that extra bit of information as your Python skills grow.

    Topics Covered:
    • Chapter 1 A Python Q&A Session
    • Chapter 2 How Python Runs Programs
    • Chapter 3 How You Run Programs
    • Chapter 4 Introducing Python Object Types
    • Chapter 5 Numeric Types
    • Chapter 6 The Dynamic Typing Interlude
    • Chapter 7 Strings
    • Chapter 8 Lists and Dictionaries
    • Chapter 9 Tuples, Files, and Everything Else
    • Chapter 10 Introducing Python Statements
    • Chapter 11 Assignments, Expressions, and Prints
    • Chapter 12 if Tests and Syntax Rules
    • Chapter 13 while and for Loops
    • Chapter 14 Iterations and Comprehensions, Part 1
    • Chapter 15 The Documentation Interlude
    • Chapter 16 Function Basics
    • Chapter 17 Scopes
    • Chapter 18 Arguments
    • Chapter 19 Advanced Function Topics
    • Chapter 20 Iterations and Comprehensions, Part 2
    • Chapter 21 Modules: The Big Picture
    • Chapter 22 Module Coding Basics
    • Chapter 23 Module Packages
    • Chapter 24 Advanced Module Topics
    • Chapter 25 OOP: The Big Picture
    • Chapter 26 Class Coding Basics
    • Chapter 27 A More Realistic Example
    • Chapter 28 Class Coding Details
    • Chapter 29 Operator Overloading
    • Chapter 30 Designing with Classes
    • Chapter 31 Advanced Class Topics
    • Chapter 32 Exception Basics
    • Chapter 33 Exception Coding Details
    • Chapter 34 Exception Objects
    • Chapter 35 Designing with Exceptions
    • Chapter 36 Unicode and Byte Strings
    • Chapter 37 Managed Attributes
    • Chapter 38 Decorators
    • Chapter 39 Metaclasses
    The large number of chapters help to split up the topics covered into semi-manageable chunks, though some chapters do seem a little large to me, while others could have been given more room. This is only a small niggle as generally the quality of information is excellent and goes into enough detail to make topics clear. I especially found the chapters on Lists, Functions, and Class construction very useful, which is fortunate because Blender Python uses both extensively.

    I had problems occasionally with some of the more advanced topics later in the book, with such things are decorators and managed attributes, which I think could have been explained in a clearer and less verbose way. It seemed to me that at times it described some topics in a more complex way than was needed. That said, I am no Python expert and it could just have been me being a little slow. This is one area where there is a slight problem, the book does not assume you know anything about programming, although it does occasionally make references to terms and features of other programming languages and expects you to get the reference, which can be a bit distracting. It does not happen often but it is something to be aware of, and on the whole it doesn't affect learning much.

    Given the page count of the book I think the price is very reasonable, though you could argue that you could get the official Python manual for free, which has all the information in this book and more. But having tried to make sense of the official Python manuals, I found them very difficult to understand. Which is not surprising as often official manuals are more references than tools to teach the language. Once you know the Python language, the official Python manuals are unbeatable as references but when you are learning like me, Lutz's book really makes things easier to get a grasp of.

    It is worth stating that this book will not teach you how to use Python inside of Blender (i.e. use Python to talk to the Blender Python API), that book has yet to be written. But if what you want is a book that teaches the fundamental language rules of Python 2.6 and 3.x, this is the book to have.

    So in summation, I think this book is well worth the time and effort it takes to read. If you are new to Python it will teach everything you need to know and a whole bunch of stuff you may never need. While if you are experienced in Python it's a good memory jogger for some of the more esoteric aspects of the Python language rules, though you may be better off going direct to the official Python manuals if your so experienced.

    Now if only we could get a halfway decent Blender Python API tutorial type book all things would be rosey. Though someone would have to kidnap Campbell Barton and force him at gun point to write it, as the wiki version currently does not cut it.

    Review Score 80%

    Lance Flavell - Beginning Blender - Ebook Review

    Lance Flavell and Apress have been busy writing another Blender 2.5 based book. Lance Flavell (known as Lancer in the Blender community) is a very knowledgeable Blender user. So I was very interested to find out about this book when Apress announced its availability.

    So off I went and ordered the Ebook version of the book in PDF format.


    Product Specifications:
    • Name: Beginning Blender
    • Author: Lance Flavell
    • Price: $34.99 (1 Dec 2010)
    • Type: Ebook PDF Format
    • Pages: 448
    This is a book aimed at Blender beginners who are using the Blender 2.5x series. It takes the approach of introducing a subject and then giving examples and exercises for the reader to try and carryout and as a result learn how some of Blenders features work.

    The pictures in the Ebook version are full color and apparently the paper book version also has full color pictures, which is useful. The pictures in the PDF version, unfortunately often had compression artifacts making them look very pixelated. Luckily most of the time the quality of the pictures was just good enough to get the point across, it's a shame the pictures were slightly below par but the rest of the content of the book is a much better standard.

    Chapter 1 - This chapter deals with explaining what Blender is, how it came about and what makes it special when compared with other software. Instructions on how to obtain and install Blender are gone over, not in massive detail but in enough to be usable. Especially interesting was the good description of what opensource is and why it is so important.

    Chapter 2 - Covers various beginner topics on using Blender, from interacting with the user interface in various ways to manipulating the 3D Cursor and explaining how it works and what it is used for. Once the basic interface features have been described the chapter moves on to explaining Blenders different types of primitive shapes and how to use them to construct simple models. A very good explanation of how to manipulate various parts of meshes and the interface using both the keyboard shortcuts and the mouse manipulations is explained. Usefully notes on possible issues with shortcut key conflicts with various different operating system platforms are highlighted, which I think would be extremely useful for a beginning Blender user to be aware of, as this can often be a problem users encounter and it's not often obvious how to fix it or that anything is wrong when it happens. At the end of this chapter the reader is given an exercise to make a simple robot model. I found this a good way to re-enforce committing to memory the subjects described previously in the chapter. Another thing I liked was the way that keyboard shortcut keys were almost always used and described, even some of the less well known shortcuts were mentioned.

    Chapter 3 - Covers the fundamental topics of modeling in Blender, covering the differences between Object Mode and Edit Mode. There is a very clear explanation of what mesh topology is and how it impacts on the overall quality of a finally produced model. Simple modifiers such as Blenders Mirror Modifier and Subsurface Modifier are demonstrated and their uses enumerated. I was surprised the Sculpting and the use of Multi-Resolution Modifier was covered at this point in the book, I was expecting it later on, none the less it was well laid out and easy to understand and guided the user to sculpt a simple cat model. Another very useful feature of Blender covered in this chapter was Blenders Retopology feature. A lot of new Blender users and even some not so new users tend to not know about the Retopology feature (or only find out what it is much later) and I found it very useful that it was covered so early on within the texts. Another example of providing information that is often left out of beginners books is the description of how to use proxy objects when linking objects from a file in Blender. How to create proxy objects is often overlooked as a feature that is advanced and therefore not normally covered, this is not a mistake this book makes.

    Chapter 4 - Covers the topics of Lighting and Procedural Texturing. It also covers setting up the camera for doing renderings and its various settings that affect render sizes. A topic I found helpful was how to setup the Blender camera to track objects and lights. After camera setup is covered the various lighting techniques and types supported by Blender are described, not in massive detail but more that enough for a beginning Blender user. Although to my mind the description of how Hemi lights worked was a little inaccurate, but not in a way that is likely to affect new Blender users. The important lighting parameter Dist: was explained very well as were the Spot Light parameters and their uses. How to setup simple lighting rigs and simple explanations of lighting theory were explained but don't expect advanced coverage of the theory side of lighting rigs, but there is a enough there to start with. Good explanations of what Key, Fill and Rim lights are and how they can be combined and positioned for effective lighting of a scene within Blender is described.

    Ambient Occlusion and Environment Lighting is very briefly covered. I would liked to have seen more information on how to use environment lighting features and how useful it can be, but in a book of this size, space is limited and you get enough information to get you started.

    Having covered the basic lighting features the chapter moves on to describing procedural texturing. It does this by taking a Text object and converting it and applying textures to it, in the form of bump maps and color textures. Applying multiple textures to a material is described and demonstrated on the text object. It was easy to follow and showed just how powerful Blender material and texture system can be.

    Chapter 5 - Covers texturing using UV Mapping techniques and the steps involved in preparing textures for modification in external applications such as The GIMP. The description of how to use the Uv Image Editor to unwrap mesh objects is clear and useful. Surprisingly Projection Painting is described, as are texture brushes and how to use them. Another highlight of this chapter was the description of the difference between Bump and Normal Mapping, very informative, as often the distinction is not clear. Also very educational was the description of how Normal maps can be made manually. For those that want to use Blenders ability to create Normal Maps automatically this is also covered. I also really appreciated the section on ways to fix common normal map problems when they are baked, lots of people may benefit from this information not just beginners.

    Chapter 6 - Covers Curves, Nurbs and MetaBalls. While curve are often documented in Blender books and tutorials, Nurbs and MetaBalls are much less frequently documented. This is a shame as Nurbs and MetaBalls have features that when used in the right situations can be very useful. The description of how MetaBalls and Nurbs work was not the clearest and it took me a couple of re-reads to get to grips with the information, even so still a useful section. Another small problem with this section is that the text refers to fields and parameter names that have been changed in recent version of Blender, so the names the book gave for parameters do not match, which may be slightly confusing to new users. The coverage of 3D Curves, Bevel Objects and Taper Objects were very clear and I think will be very informative for new user, even not so new users. It's a shame this book was not released a month later as it would have been able to cover RotoBeziers addon which allows for keyframed animated curves, but as it was still a very useful chapter.

    Chapter 7 - Goes over basic animation and rigging techniques as well as covering the standard terminology and methodology involved in rigging and animation. The explanation of keyframing both what it is and how to do it within Blender were clear and to the point. Time saving features such as auto-keyframing were noted and their use demonstrated. A simple animation is constructed using a monkey model. The uses for the Graph Editor and Dopesheet are documented, here though I do wish more information had been given as to the differences between what the graph editor is used for and what the Dopesheet is used for. The various bone types and weighting methods are described and each is demonstrated in various ways. Though strangely Blender Auto/Heat Weighting method did not appear to be described, I could have just missed it but if not I do find that very strange.

    Chapter 8 - Carries on where things left off in Chapter 7, but this time covering more advanced rigging topics such as what FK and IK is, what Control Bones and Bone Layers are and how and why they are used and the differences between them. A demonstration of how to rig a finger and a leg are gone over as are custom bone shapes. Slightly more exotic features such as Pole Targets are used and a good description of why they are useful is also done. Various ways to create both simple and more advanced foot rig designs were gone over. Once the rigging explanations were completed the chapter moves on to the subject of animation and a basic animated walk cycle is created. The section on shapekeys is very useful as shapekey are often a feature that can be difficult to get to grips with. They are used to demonstrate how to do lip syncing on a speaking character. Overall this chapter was better than most other beginners books in showing some of Blender more useful features, very good chapter.

    Chapter 9 - Covers how to use Blender in your Movie Making pipeline. Once you get to this point in your Blender education it becomes useful to use the Video Sequence Editor and Compositing Nodes. So this chapter covers the use of the Video Sequence Editor and Node Compositor to make and do the post processing tasks needed to make movies in Blender. How to use Depth Of Field is covered. The various different methods of Greenscreen usage and filtering is gone over, then it is shown how to composite live action footage and CG together and various Video Sequence Editor filters are demonstrated also.

    Chapter 10 - Demonstrates how to use Blender Physics, Particle and Hair features. It's a fast moving chapter and quickly goes over each feature very quickly, but generally in enough detail to be useful as a jumping off point to further study. The features are demonstrated by making a simple exploding rocket that animates a model and particle systems. After the particle settings are described the chapter moves on to describing how hair particles work, and a simple wig is constructed using them. Lastly fluid and smoke simulations are covered, again only very briefly but with enough information to be useful.

    Chapter 11 - Covers using the game engine to make simple games. Done mainly using Blender Logic Bricks to construct a couple of simple interactive games. The games that result are very good examples of what can be done with the Blender Game Engine. This is a very brief chapter but game creation is very complex and not a lot can be covered in such a short amount of space. But as a taster of what's possible with the Blender Game Engine it's useful to get you started with game creation in Blender.

    Chapter 12 - This final chapter connects up various lose ends topics such as where to get further information on Blenders various features and also has an FAQ section answering and fixing the most common problems encountered by new Blender users. The FAQ section to me seemed very useful as the questions answered were definitely the ones that I encountered when I first started using Blender so I would assume they will be useful to other readers.

    So on balance this is an excellent book for a Blender beginner, it even had me re-remembering things I had forgotten. This book is a combination of detailed enough to give a Blender user most of the salient information needed to use Blender effectively, and not to difficult as to make it confusing or overwhelming. Personally I think this is currently the best general purpose beginners book to basic Blender 2.5 features so far. Other lesser books would try to cut down on the number of topics covered and probably make a much smaller book but I think this book benefits from the larger amount of pages. It's not a perfect book it does have its problems, such as having badly displayed pictures in places and sometimes not being quite clear enough with explanations of certain sections of the book.

    If you're a Blender beginner or an experienced Blender user that is new to 2.5 or a bit rusty, this book will be well worth the money. I really hope Mr Flavell does another Blender book, given the quality of this one.

    Review Score 85%

    Aaron W Powell - Blender 2.5 - Lighting and Rendering - Ebook Review

    It seems to me that recently the rate at which Blender books are being produced has increased (my eyes have certainly noticed, given the amount of reading I have been doing lately). Luckily though just like chocolates and sweet things, you can never have too many books to read as far as Blender goes, this is especially true when it comes to reading about Blender 2.5.

    With this in mind, Packt Publishing been busy releasing Blender books again, and this time it's one that covers the subjects of Lighting, Rendering and Texturing using the Blender 2.5 series 3D modeling application.


    Product Specifications:
    • Name: Blender 2.5 - Lighting and Rendering
    • Author: Aaron W Powell
    • Price: £16.99 (Nov 14 2010)
    • Type: Ebook Pdf
    • Pages: 252
    The first thing to note is that this book is NOT a beginners book. You will be expected to know your way around Blender's interface and know how to carry out basic tasks within Blender 2.5. While the book will explain certain steps in detail relating specifically to rendering and lighting tasks within scenes using Blender 2.5, anything else that is required you will be expected to know how to do yourself, you will be asked to carryout out a task and be expected to know how. Also for those who like to do mesh creation, Mesh Modeling is not covered, so if you want a book to teach you how to create and manipulate geometry and meshes within Blender 2.5, this is not the book for you.

    Well now that you know what it doesn't cover, what can you expect of the things that it does cover?

    Chapter 1, is mainly a theory chapter, covering a grab bag of different topics and explaining most common types of light rig setups and some coverage of color theory. It won't make you an expert on color theory or light rigs, though it does give enough information to be useful throughout the other parts of the book. Given that it was covering the basics I was surprised to see that it had a nice description of what Chromatic Adaption is. This section of the book (at least the ebook version), is a good example of the quality of the pictures. Full color and very clear, making carrying out tasks very easy while following along. The text is packed with pictures throughout the whole book. This is also where I found the first issue, as there is a downloadable color picture set that I was unable to download from the Packtpub.com website or the cgshark.com website. Hopefully this will be fixed by the time you read this (they normally fix issues like this very quickly).

    Chapter 2, after the theory stuff of the first chapter, things move on to a more practical level and the theory described previously is put to use in using light rigs and setting up scenes and render setting. An example tricycle model is used to demonstrate various lighting and material handling features. How to use layers is covered briefly, and it shown how they can be useful for controlling light rigs and light and shadow locations. The descriptions of the various light rigs and how to use them is not exhaustive but is adequate as a jumping off point to go into more detail if you wish to. Throughout the book various external links are referenced if you wish to find out more information.

    Chapter 3, moves onto more meaty subjects of Ambient Occlusion, Environment Lighting, Global Illumination and HDRI rendering. For the most part this chapter has good descriptions of most of the settings for Ambient Occlusion and Environment Light, though obviously in a book this size every feature cannot be gone over in massive detail, enough was described of the important features to make this section useful. One bad point was the example HDRI texture which was supposed to be available on the website, was when I tried not available. This meant that the section covering how to setup a HDRI render was not easy to follow. Though luckily there are many HDRI textures available on the web, so it should not be a show stopper and hopefully Packt will fix their website links. Blender 2.5's Indirect Lighting feature was briefly covered although to me it seemed more of an after thought, something thrown in because it was something specific to Blender 2.5, though it could also be because Blenders Indirect Lighting feature is not yet fully featured.

    Chapter 4, covers Outdoor Lighting and the various ways to setup lighting rigs, materials and textures, to have semi-realistic outdoor lighting of a scene within Blender 2.5. I say semi-realistic because it would take a lot more book space to cover the many minute details and settings to get something that really looked photo realistic. That said, a good amount of time was taken to cover the different types of shaders and material settings Blender supports and how they can be used to good effect. After having gone over the various settings, things move on to applying what we have been told to the example scene (still the tricycle at this point in the book).

    Chapter 5, describes Indoor Lighting and how to setup lighting rigs in ways to simulate light in enclosed spaces, as illuminated by incandescent light. Rather than using the Tricycle as the model to demonstrate things on, in this chapter we move onto a different model of the inside of a diner. Given the complexity of the indoor scene, more complex lighting, texturing and materials features are described and used. Layers and how to use them to control the illumination of various parts of the diner are gone over, and how to use layers to break up a scene in controllable ways is demonstrated. More light types and their settings are covered specially Area, Point and Spotlight Settings, but here it would of been very useful to have gone into greater detail as to the settings that control lights and there uses.

    Chapter 6, goes over using UV Mapping and Unwrapping and using this to texture a wine bottle with a label. Also covered are various methods for aligning UV nodes and using UV test grids to determine if a texture is distorted. Once the UV Unwrap has been created the author shows how to export that UV Unwrap from Blender and open it within Gimp so as to create the label for the wine bottle. This is a very simple chapter but is clear and shows the process of texturing in external applications such as GIMP well enough.

    Chapter 7, goes into detail on how to organize projects in terms of how to organize resources such as Blend files, textures and scenes in directories, so as to make them easier to manage as projects become more complex. This chapter is somewhat redundant with the small scenes presented in this book but if you do start to make larger things the information should come in useful.

    One stand out feature that I was not expecting in this chapter was the coverage of how to use the Material Node Editor to add a label and apply transparency to the wine bottle once it had been unwrapped and the texture had been created. I think this is the first time I have seen the Material Node Editor even mentioned in a book let alone used. It really showed the potential power of the Material Node Editor. The Official Blender documentation on all the Node Editors is appalling but the Material Node Editor and Texture Node Editor documentation is even worse, so the fact that Mr Powell used this method to apply textures is very surprising. Packt/Mr Powell could pretty much name their price for a book that properly documents how to use the Texture Nodes and Material Nodes in Blender in detail. Also standard Compositing Node Editor usage was briefly covered to demonstrate how to add a Depth Of Field effect to the diner scene.

    Chapter 8, takes the content of previous chapters on indoor and outdoor lighting and uses the information to light a scene which has both indoor and outdoor lighting characteristics, going over some of the approaches and tricks that can be used to give effective lighting to a porch type room. This is an extremely short chapter, it's only real purpose is to tie together indoor and outdoor lighting techniques.

    Chapter 9, takes the previously introduced porch room and using a reference picture demonstrates how to texture the entire room. This sounds as if it would be very involved and large chapter, though unfortunately this chapter is merely a click this button, select this option type of chapter very little explanation as to the different ways it could be textured or the reasons options are selected the way they are is covered in any great detail. This is a shame as this chapter had the potential to draw together all the other chapters and be a great learning and explanation chapter, opportunity missed.

    In theory this book sounds great, a Blender 2.5 specific book which covers the theory and practical side of texturing and lighting scenes within Blender. So far at least it's the only book specifically dedicated to this area of 3D. In practice though the book bites off more than it can chew. It's not a book for Blender beginners but what it does cover is not detailed enough or up to the level an intermediate/professional Blender user would require. If you have seen other books of 3D rendering and lighting they are considerably more dense and page heavy than this book. Combinations of not having enough pages and not covering the material they do have at a level high enough for professional users makes it neither one thing or the other. The things they do cover they cover clearly and with good pictures, but this book really would have been better aimed at beginners. However because it doesn't go over how to use the basics of Blender it will be hard for a true Blender beginner to follow it.

    The price of the book is £16.99, and at the moment there is 50% off the book giving it a price of £8.50, which is a great price, so if you get it while this special offer is still active it's a good deal. Given the price and the fact that it is Blender 2.5 specific this is the reason it got the review score it did. Had it been more expensive it would have gotten a lower score also the coverage of the Material Node Editor Helped the score also.

    In the end this a book that doesn't know who it's aiming at.

    Review Score 70%